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Amid the flood of Destiny news today comes yet another announcement, this one concerning weapon balance changes. In short, Bungie is rolling out a series of changes to weapons such as Shotguns, Fusion Rifles, Hand Cannons, Pulse Rifles, and others.
Below is a breakdown of what to expect when these changes are applied with Update 1.1.1 sometime later this month. For lots more, head to Bungie's website to hear directly from sandbox designer Jon Weisnewski.
Auto Rifle is optimal at close to medium rangeDamage, Stability, and Range are tuned such that players desire Stability for reliable close quarters damage, or Range for better accuracy at a distanceChanges:
Reduce base damage of Auto Rifles by 2.5% (averaged across Rate of Fire stats, higher RoF took less of a reduction than low RoF)Reduce effective range values so that damage falloff and accuracy are a stronger factor in combat decisionsRange reduction is less severe in the higher stat values, so now your range stat is more critical to long distance engagements
Pulse Rifle is optimal at medium range, but can still effectively harass enemies at close or long range distancesRate of Fire sets a pace for players to both track moving targets, and then deliver precision damage in burstsChanges:
Increase base damage of Pulse Rifles by 9.7%. DPS is now more in line with other primaries
Shotgun is the most optimal at very close rangeComplements melee attacks and other close quarters class buildsOffensively closing on an enemy with a Shotgun is a risk/reward timing gameChanges:
Increase damage by 2x (100%) against all non-Guardian combatants (aliens)Reduce high end range values - damage falloff starts sooner, so Crucible players with long range shotguns need to be a little closer for successful one hit kills(Like the Fusion Rifle) Initial starting ammo is reduced across all ammo stats in the Crucible: Starting a Crucible match, you’ll have less Shotgun ammo in reserveIn PvE activities we persistently track your ammoWe only use initial ammo values if you are logging in for the first time, or starting a Crucible match
Hand Cannon is optimal at medium rangeHand Cannon is optimal when shots are paced, becomes less effective when fired quicklyRewards agility when under fire, precision targeting, and snap shotsChanges:
Reduce effective rangeDamage falloff starts closer to the shooter, and follow up shots are less accurate at long rangesSlight reduction to initial accuracy
This is unnoticeable at close to medium range, but underscores the range intentions when used from far away.
Fusion Rifles are optimal at mid-range, where targets are easier to track but they’re not close enough to attack while you charge upRequires combat foresight and the ability to predict a target’s movement to use successfullyChanges:
Blast pattern on a Fusion Rifle burst cone is a little wider
Close to medium range volleys are largely unaffected, but at a distance the projectiles are less likely to land hits on a single targetThis reduces the reliability of landing a one hit kill at far range, and makes the weapon better at spreading damage into a groupInitial starting ammo is reduced across all ammo stats. This is change primarily affects The Crucible
Starting a Crucible match, you’ll have less Fusion Rifle ammo in reserveIn PvE activities we persistently track your ammo. We only use initial ammo values if you are logging in for the first time, or starting a Crucible match